* Fixed up RNA and UI * Brought back 'Save' and 'Clear' operators (in the little triangle menu in environment map properties) * While I was at it, noticed that environment maps were only using 8bit colour, changed it to use full 32bit float instead for proper HDR colour etc, so environment map reflections have the correct colour range --> http://mke3.net/blender/devel/2.5/env_hdr.jpg This fixes [#20904] Environment Map does not render; also missing panel
76 lines
2.6 KiB
C++
76 lines
2.6 KiB
C++
/**
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* $Id:
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef RENDER_INTERN_H
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#define RENDER_INTERN_H
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struct wmOperatorType;
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struct RenderResult;
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struct Scene;
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/* render_shading.c */
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void OBJECT_OT_material_slot_add(struct wmOperatorType *ot);
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void OBJECT_OT_material_slot_remove(struct wmOperatorType *ot);
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void OBJECT_OT_material_slot_assign(struct wmOperatorType *ot);
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void OBJECT_OT_material_slot_select(struct wmOperatorType *ot);
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void OBJECT_OT_material_slot_deselect(struct wmOperatorType *ot);
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void OBJECT_OT_material_slot_copy(struct wmOperatorType *ot);
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void MATERIAL_OT_new(struct wmOperatorType *ot);
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void TEXTURE_OT_new(struct wmOperatorType *ot);
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void WORLD_OT_new(struct wmOperatorType *ot);
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void MATERIAL_OT_copy(struct wmOperatorType *ot);
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void MATERIAL_OT_paste(struct wmOperatorType *ot);
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void MATERIAL_OT_mtex_copy(struct wmOperatorType *ot);
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void MATERIAL_OT_mtex_paste(struct wmOperatorType *ot);
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void SCENE_OT_render_layer_add(struct wmOperatorType *ot);
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void SCENE_OT_render_layer_remove(struct wmOperatorType *ot);
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void TEXTURE_OT_slot_move(struct wmOperatorType *ot);
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void TEXTURE_OT_envmap_save(struct wmOperatorType *ot);
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void TEXTURE_OT_envmap_clear(struct wmOperatorType *ot);
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void TEXTURE_OT_envmap_clear_all(struct wmOperatorType *ot);
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/* render_internal.c */
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void RENDER_OT_view_show(struct wmOperatorType *ot);
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void RENDER_OT_render(struct wmOperatorType *ot);
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void RENDER_OT_view_cancel(struct wmOperatorType *ot);
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/*render_opengl.c uses these */
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void image_buffer_rect_update(struct Scene *scene, struct RenderResult *rr, struct ImBuf *ibuf, volatile struct rcti *renrect);
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void screen_set_image_output(struct bContext *C, int mx, int my);
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/* render_opengl.c */
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void RENDER_OT_opengl(struct wmOperatorType *ot);
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#endif /* RENDER_INTERN_H */
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